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Video Games in Turkey Product Image

Video Games in Turkey

  • Published: January 2014
  • Region: Turkey
  • 30 pages
  • Euromonitor International

The growing young population in Turkey is fuelling the growth of video games. The video game-playing population mainly consists of teenagers (13-19 year-olds), which constituted 12% of the total population in 2012. The young generation increasingly uses smartphones and can access video games at low prices. Additionally, parents are allowing their children to play video games at an earlier age, such as five, thus products within video games are gaining share at the expense of traditional toys...

The Video Games in Turkey report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2009-2013, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2018 illustrate how the market is set to change.

Product coverage: Digital Gaming, Video Games Hardware, Video Games Software.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why READ MORE >

VIDEO GAMES IN TURKEY
Euromonitor International
January 2013

LIST OF CONTENTS AND TABLES

Headlines
Trends
Competitive Landscape
Prospects
Category Data
Table 1 Sales of Video Games by Category: Value 2006-2011
Table 2 Sales of Video Games by Category: % Value Growth 2006-2011
Table 3 Video Games Software by Type: % Value Breakdown 2006-2011
Table 4 Video Games Company Shares by Value 2008-2011
Table 5 Video Games Brand Shares by Value 2008-2011
Table 6 Video Games Hardware Company Shares by Value 2008-2011
Table 7 Video Games Hardware Brand Shares by Value 2008-2011
Table 8 Video Games Software Company Shares by Value 2008-2011
Table 9 Video Games Software Brand Shares by Value 2008-2011
Table 10 Digital Gaming Company Shares by Value 2008-2011
Table 11 Digital Gaming Brand Shares by Value 2008-2011
Table 12 Sales of Video Games by Distribution Format: % Analysis 2006-2011
Table 13 Sales of Video Games Hardware by Distribution Format: % Analysis 2006-2011
Table 14 Sales of Video Games Software by Distribution Format: % Analysis 2006-2011
Table 15 Forecast Sales of Video Games by Category: Value 2011-2016
Table 16 Forecast Sales of Video Games by Category: % Value Growth 2011-2016
Nortec Eurasia As in Toys and Games (turkey)
Strategic Direction
Key Facts
Summary 1 Nortec Eurasia AS: Key Facts
Company Background
Production
Competitive Positioning
Summary 2 Nortec Eurasia AS: Competitive Position 2011
Sony Eurasia Pazarlama As in Toys and Games (turkey)
Strategic Direction
Key Facts
Summary 3 Sony Eurasia Pazarlama AS: Key Facts
Company Background
Production
Competitive Positioning
Summary 4 Sony Eurasia Pazarlama AS: Competitive Position 2011
Executive Summary
Post-recession Optimism Fuels Growth of Toys and Games
Grandparents As Key Gift Givers
Global Manufacturers Dominate the Market
Retailers on the Move
Innovation Expected To Fuel Growth
Key Trends and Developments
Licenced Toys As A Driving Factor in Traditional Toys and Games
Women As Primary Focus
Blurring Boundaries Between Traditional Toys and Video Games
New Habits Among Turkish Pre-teens and Teenagers
Internet Retailing Boosts Sales of Toys and Games
Market Data
Table 17 Sales of Toys and Games by Category: Value 2006-2011
Table 18 Sales of Toys and Games by Category: % Value Growth 2006-2011
Table 19 Toys and Games Company Shares by Value 2008-2011
Table 20 Toys and Games Brand Shares by Value 2008-2011
Table 21 Sales of Toys and Games by Distribution Format: % Analysis 2006-2011
Table 22 Forecast Sales of Toys and Games by Category: Value 2011-2016
Table 23 Forecast Sales of Toys and Games by Category: % Value Growth 2011-2016
Sources
Summary 5 Research Sources

Note: Product cover images may vary from those shown

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